Post by Stele on Jan 17, 2018 3:00:35 GMT -5
Ability Melding Manual
Buying and Creating Abilities
On Chained Worlds, each character earns Ability Points (AP) as they increase in level. The level-up chart in the Level Progression thread will let you know when you have acquired a new ability, or AP. Each player needs to create a thread in this board unique to each character they play, in order to keep track of their ability purchases. You'll see the template for ability requests at the bottom on this post. Copy and paste the template into your new ability thread in order to request a new ability. Once the staff have processed your request, you'll receive a reply acknowledging the new ability has been added to your profile.
Ability Types and Costs
Each ability has a type. The type of ability is determined by it's damage output, and the amount of skill required to use it. The more advanced the ability, the more AP it costs to learn. What the abilities look like or what they do is up to you. You can choose from the quicklist provided, or create your own unique abilities. Deciding what type the ability is only places it's damage output and cost, as far as the site's mechanics are concerned. The rest is up to you. Some abilities do not deal damage, but heal damage taken instead. These abilities can be advanced using the same system, only their healing amount increases by the same measure as a damaging ability would increase.
The Ability Types and their descriptions are listed below.
[Synergy]
Synergy abilities are not attacks, but effects meant to aid a friendly party member (or yourself) in combat. Synergy abilities might be things such as Protect, Shell, Reflect, Regen, Bravery, just to name a few. The abilities, when purchased, last for two posts when used in battle. Their duration can be persisted by upgrading them with more AP. You can also add Synergy effects to other healing abilities.
Cost: 20 AP
+1 Post Duration: 10 AP
Add effect to other ability: 10 AP
[Saboteur]
Saboteur abilities are not attacks, but effects meant to hinder enemies in the heat of battle. Some examples of Saboteur abilities are Poison, Stop, Slow, confuse, etc... Like Synergy abilities, Saboteur abilities last only two posts at first, until they are upgraded by spending more AP to increase their potency. You can also add saboteur effects to other damaging abilities.
Cost: 25 AP
+1 Post Duration: 10 AP
Add effect to other ability: 15 AP
[Basic]
Basic abilities are low-level abilities that deal/heal minimum damage, but still, more than a typical attack would. Some sample abilities of this Type could be Fire, Blizzard, Thunder, Cure. Basic abilities are some of the cheapest abilities and are also the easiest to master. They are often upgraded to more advanced abilities as your skill with them increases. These abilities can only target up to two enemies, but the power of each attack is reduced to the power of a regular weapon attack.
Cost: 25 AP
Upgrade to Intermediate: 50 AP
[Intermediate]
Intermediate Abilities are mid-level abilities, taking real skill and learning to control. Their power is much greater than that of a Basic ability, and as such, they are more expensive. A few sample Intermediate abilities include Fira, Blizzara, Thundara, and Cura. These abilities can hit as many as three enemies, but their power is reduced to that of a Basic Ability for each damaged foe.
Cost: 75 AP
Upgrade to Advanced: 75 AP
[Advanced]
Advanced Abilities are just that, high-power attacks requiring dedication and skill that surpasses those of beginners and even some experienced warriors. Abilities like Firaga, Thundaga, and Blizzaga, deal heavy damage that far exceeds that which is dealt by an intermediate ability. These abilities can hit a single target, or have their power split to hit as many as four enemies, but their damage is lessened to that of an Intermediate Ability in those instances.
Cost: 150 AP
[Master]
Master Abilities are abilities that can be used only by true masters of their arts. These abilities are not slowly honed but kept as close-guarded secrets until their potential users are ready. Legendary spells such as Flare, Holy, and Ultima, spells that deal untyped damage often fall under this category. These powerful abilities are stronger still than even advanced abilities and deal damage to all enemies without lessening in power or accuracy.
Cost: 200 AP
[Limit]
Limit Abilities are special tactics that only powerful bursts of emotion can generate. The power and limits of these abilities are ever fluctuating, and their secrets still lie beyond the realm of complete understanding. They emerge when the warrior is nearly defeated when the hunter is backed into a corner when the mage has found his spells are at an end. Unlocking a Limit Ability is not always a solitary endeavor. At times, Limits have been known to be used by small groups of individuals. Hearts who resonate uniquely with one another. In these instances, the cost is split evenly with each party involved in the ability, and when that ability is utilized, all purchasing parties must use one of their given actions in a post in order to activate it successfully.
Cost: 300 AP
Players start the game with 5 abilities, each costing no less than 30 AP [This grants access to the Basic, Synergy, and Sabatour ability types]. Those abilities can be upgraded using the costs shown above When requesting a new ability, or upgrading an old one, use the template provided below, and remember to create an ability thread unique to your character when you make your first request.
[b]Request Type:[/b] New or Upgrade
[b]Ability Name [Type]:[/b] Description of Ability. If any changes need made, make them here. This entry will replace the existing one in the cast of an upgrade request.
[b]Cost:[/b] What you believe the new or upgraded ability costs (should be straight forward, but in some cases there may be some debate).